Hello, everyone. It sure has been a long time since the last installment of The Art Barn here at Dinofarm Games. There are many reasons for the delinquency, but it probably mostly has to do with how dumb and stupid and idiot I am, but also that I’m working all the time on animations for AURO!
Today’s short post will be a brief update on a special effect in the works.
You see, when Auro uses the spell, “Jump”(working title) he uses magical wind to propel upwards, leaving behind him a spinning gust of wind called a “current.” Now I hope you all see how clever was with that title and how you shouldn’t let your girlfriends read this or else they’ll leave fake barf in your locker(haha).
This was a very difficult animation. It requires the transition from an omnidirectional jump effect into a looping dust cloud, into a dissipation. I went through several DRAFTS (all of which BLEW) before I got something I could take into the pixel phase. Continue reading →
I have just come out of a very deep hole. After you’ve removed your minds from the gutter, I’ll explain that I mean I have just completed a single animation for Dinofarm Games upcoming title, Auro: The Golden Prince, and it… took… me… weeks.
Behold the Foxy M.A.M.A.!
She’s a militant monster’s rights activist. She’ll do anything to stand up for those cute little rats! Sometimes that gets her arrested. Hence your various encounters with her in the palace dungeon! But I digress. Continue reading →
[Note from the editor: We just over-hauled our Kickstarter video with this new design. Please check it out, and consider donating! We only have a week left! With that said, please enjoy this latest installment of THE ART BARN, in which our lead artist Blake Reynolds dishes out some helpful experience with character design.]
This post isn’t so much instructional as it is reflective. The truth is, I don’t know much about character design beyond very fundamental concepts like “don’t rip nothin’ off too bad,” which includes “try not to do sonic the hedgehog recolors.” For Dinofarm Games‘ upcoming title, Auro: The Golden Prince, I made a point to do an extensive pre-visualization period, one which would cement the visual language of the game in a way I wasn’t able to for our last project, 100 Rogues. What we ended up with was a character design which, among many problems, failed to convey the most crucial piece of information, what does this character do? Thanks to both the internal feedback I received and the… critique many prospective players gave, we went back to the drawing board after well over six months of rigorous visual planning. I knew I was forgetting another one of those principles in character design: “Throw everything out and start over if you stink.”
Join me for a retrospective on the design of our main character, Prince Auro. I take back what I said earlier about this not being instructional. Buckle up for more “what not to do” moments” than you’ll know what to do with!
We all know that coloring is fun. I, for one, have been coloring non-stop since my Grandpa sat me down on the front step, put earmuffs on me, threw some crayons in my lap and told me to just color and color. No matter what I might hear, even when Nana asks me to call the police and that there’s a string cheese in it for me, no matter what, just keep coloring…keep coloring. My grandpa was very supportive. I really owe it all to him.
Anyway, this article is about color, but more importantly, light. Because without light, we wouldn’t see color, and hey-HO, sonny Jim, no reading what color crayon you got! GIRAFFES AREN’T DRACONIAN SCARLET dumb butt so try again!
We will be discussing how to observe color. Again, this column is mostly geared towards programmers who can’t afford to hire artists. Like in my previous article, TheCool Rules of Spriting, these tips are meant to be very quick, easy ways to make your art look more effective and convincing without all that boring-ass drawring school.
Before we get into the examples, let’s get our terms straight. Careful, here’s where it gets a bit fancy, ok?
*Chroma and Saturation are effectively the same thing. When something has a high chroma, it has a lot of saturation.